Shader "Unlit/NewUnlitShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" 
    }
    SubShader
    {
        //Tags { "RenderType"="Opaque" }
        //LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
           // #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                
            //    UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            sampler2D _MainTex;
         //   float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
               // o.uv = TRANSFORM_TEX(v.uv, _MainTex);
               o.uv = v.uv;
              //  UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

           fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                //fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
               // UNITY_APPLY_FOG(i.fogCoord, col);
               // fixed4 col =  tex2D(_MainTex,i.uv);
                fixed4 col = fixed4(i.uv.r*abs(_SinTime.w),i.uv.g*abs(_SinTime.y),i.uv.g*abs(_SinTime.z),1);
                return col;
            }
            ENDCG
        }
    }
}
